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2dgame · 5 months
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worksheet
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2dgame · 5 months
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pie design
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2dgame · 2 years
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I've recently been looking at different 2d enemy designs from my favourite games to inspire my own enemy design which I am currently designing for my game under a temporary name of "princess: the darkness returns" which will be changed in the coming weeks before it's playable to anyone and the enemy will be inspired by "sonic the hedgehog" but with unique twists to it.
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2dgame · 2 years
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badger the wolf
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2dgame · 2 years
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Evaluation
i would like to have added more rooms for more exploration and i would also like to lower the monster speed to at least make it possible to beat which it is but is incredibly difficult to do and i would also like to add a stealth system so the player isn’t always being chased around the place but however getting the enemy ai to work wasn’t easy to do but we eventually got it working but others said the lighting made the atmosphere creepy and some others said i should have the monster spawn randomly in the room so the player can’t always cheat it by going the same way from where the monster spawns and some others suggested a sprint feature which i think would be a great idea to add.
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2dgame · 2 years
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Game Feedback
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2dgame · 2 years
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Main development processes
AI
TO create the AI you need to have these things
Character Movement - this is the movement component in the Player Character. it allows the pawn to actual move around the level. 
Collision - this is to stop the AI from going through walls and falling through the floor.
Artwork - this is what we are going to see.
Pawn Sensing - this gives us more options when controlling the AI
NAV Mesh - this is the area the Ai can work within.
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AI move to
Pawn is - SELF
Target Actor is the Player you want to follow.
On Success - tis is what happens when the AI gets to the Target.
I had an issue were it wasn't working- this was because i was spawning the ai and needed to change how the AI would be possessed and turned SPAWNED on for it to work.
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i solved it by allowing possession to happen on spawn. after i changed this it worked fine. was a very frustrating hour working this out.
Animation / Jump scare
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TO create the jump scare animation is made an overlap event that activated the animation on the pawn.
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i then used LERPS like in the platforms session to then move the enemy from point a to point b
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3D Widget
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i used a widget to shwo the player they need a key. this appears when i enter the collison box on the door.
if i have the key the game will end.
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2dgame · 2 years
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Using Factory Asset Pack
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This is the asset pack I used to make my game.
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The areas highlighted in RED - are the parts I have used. if i was able to add the next area to the game I would have used to blue.
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2dgame · 2 years
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Art style inspiration
Eyes: the sequel
In the game your character is tasked with robbing this old creepy abandoned facility unaware something lurks inside but what makes this game scary? its the limited space you can move but if you make a lot of noise it can attract the creatures attention starting a never ending chase guaranteed to be a game over for the player. the player however has audio ques to let them know the creature is approaching their current location and the player has to be mindful of noise since too much will not end good for the player. and its gone for the same creepy rundown factory art style that I went for when making my game. but in the game eyes it has a sequel where two new enemies were introduced.
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Baldi’s goes camping
although this game seems innocent as just being a game for people to learn maths it has a darker secret because when the player gets a question wrong baldi becomes more angrier and can hear every door the player opens however you can outrun baldi since he isnt that fast but his ai can hlep him outsmart the player by hiding outside the room waiting for the player to exit so he can and i quote “kill” them but its never been confirmed on what baldi does to the player when caught. and the objective of the game is to collect your friends notebooks then escape the school. however it shares the same type of enemy as me well not a food but same 2d textured enemy.
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five nights at Freddy's- environmental effects
in 2014, scott cawthon came up with the idea of game with killer robot mascots as he had already settled on his characters names however one did have their name updated which was the main character freddy because he was originally going to be called freddy bear as in the game page till this day it still hasn’t been changed and the description of the first game still has freddy’s original name in it and what makes these games unique is the fact that you are actually just looking a still image but with effects to make it appear 3d when its actually not and in the first game you could tell scott was being lazy since freddy an bonnie both share the exact same body no differences to tell the body apart.
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during the process of making the original game his original character to be created it gave him nightmares and the art style he used to create the environment for his game I'm took a little inspiration from that as to why my game was really dark and required a flashlight.
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Bendy and the ink machine- hand art to 3d
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everything you see in bendy and the ink machine was hand drawn as the creator the meatly wanted to experiment in bringing a 2d sketch to life which led to the first ever prototype of the game to be created but before it became their main project it was just called bendy and the ink machine chapter 1 since no other chapters were planned but when the game blew up on youtube from all the content makers such as jacksepticeye, markiplier and DanTDM and a lot more the meatly decided to drop all other projects to work on bendy and the ink machine full time his friend mike mood saw the prototype and told the meatly a lot of things had to be changed since the meatly was mostly good at the art style of the game and mike mood was good in the programming section and after a few changes were done the game’s name changed from bendy and the ink machine chapter 1 to bendy and the ink machine demo.
updated look at ink machine
this was the updated ink machine and it has a much cooler and unique design to it.
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original ink machine design
this was the ink machine design that the meatly and mike mood stuck with through most of bendy’s development before they announced that the first 3 chapters were getting remade to look more visually better since the previous chapters looked dim and dull as they released the remasters along side of chapter 4 while most of chapter 5 was being made during chapter 4′s development.
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CUP HEAD - Character Design Inspiration
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I have highlighted the food based bosses in the game.
the food boss fight
this food themed battle is the easiest in the game by far and contains a secret boss within as how to get it you must kill the potato first then the crying onion will show up and if you don't attack it the onion will smile and leave whilst leaving a smaller/secret boss in it’s place and it can make the final phase of the fight challenging for new players but for experienced players I would recommend them try this secret.
Max Fleischer
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2dgame · 2 years
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Horror / chase games
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These are steam recommended games that are like Poppys Playtime which is my main inspiration.
Alien Isolation
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Alien Isolation is a survival horror game based on the Alien film franchise. 
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STEAM ABOUT
Discover the true meaning of fear in Alien: Isolation, a survival horror set in an atmosphere of constant dread and mortal danger. Fifteen years after the events of Alien™, Ellen Ripley’s daughter, Amanda enters a desperate battle for survival, on a mission to unravel the truth behind her mother's disappearance. As Amanda, you will navigate through an increasingly volatile world as you find yourself confronted on all sides by a panicked, desperate population and an unpredictable, ruthless Alien. Underpowered and underprepared, you must scavenge resources, improvise solutions and use your wits, not just to succeed in your mission, but to simply stay alive. Overcome an ever-present deadly threat – Experience persistent fear as a truly dynamic and reactive Alien uses its senses to hunt you down and respond to your every move. Improvise to survive – Hack systems, scavenge for vital resources and craft items to deal with each situation. Will you evade your enemies, distract them or face them head on? Explore a world of mystery and betrayal – Immerse yourself in the detailed setting of Sevastopol, a decommissioned trading station on the fringes of space. Encounter a rich cast of inhabitants in a world scarred by fear and mistrust. When she left Earth, Ellen Ripley promised her daughter Amanda she would return home for her 11th birthday. Amanda never saw her again. Fifteen years later, Amanda, now a Weyland-Yutani employee, hears that the flight recorder of her mother’s ship, the Nostromo, has been recovered at the remote trading station Sevastopol. The temptation for her to finally understand what happened is too much to resist. When the crew arrive at Sevastopol, they find something is desperately wrong. It all seems to be connected to an unknown menace, stalking and killing deep in the shadows. In order to uncover the truth about her mother, Amanda is forced to confront the same terrifying thing that separated them. Created using the CATHODE™ engine.
Cathode (styled as CATHODE) is an engine built by the Creative Assembly in partnership with AMD for the 2014 video game Alien: Isolation. It is a highly modified version of the engine created for an earlier title, Viking: Battle for Asgard. The trademark for Cathode's name was filed by SEGA on August 26th 2013, and eventually granted February 20th 2014.
The Cathode engine was named after its bespoke node-based scripting functionality which allowed for live edit flowgraphs to control game logic. This system ran inside of a toolkit created for Cathode named the Creative Assembly Game Editor (CAGE) in a what-you-see-is-what-you-get (WYSIWYG) style. It allowed for the use of prefabs to quickly build upon existing scripts. The Cathode scripting system covered: particles, lighting, props, AI scripts, audio, zoning and character setup.
https://avp.fandom.com/wiki/Cathode_(engine)
Man Hunt
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FNAF
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2dgame · 2 years
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Examples of 3D games
Eyes
In the game your character is tasked with robbing this old creepy abandoned facility unaware something lurks inside but what makes this game scary? its the limited space you can move but if you make a lot of noise it can attract the creatures attention starting a never ending chase guaranteed to be a game over for the player. the player however has audio ques to let them know the creature is approaching their current location and the player has to be mindful of noise since too much will not end good for the player.
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Granny
This game in my opinion is sort of unique because in most horror games you have unlimited tries until you pass but in granny the system works like this you have 5 days to get out but the 5 days is basically 5 tries before game over and when you do fail to get out granny kills you in some gory ways such as eating your face off or running over you with a car. and the objective of the game to get out is either by door or car as the player can choose the way they plan to escape.
the dawn of slenderman
the objective of the game is to find 8 pages similar to the original slenderman game and the pages will have phrases written on them such as “HELP ME!!!” or “NO NO NO NO NO” and each time you collect a page slenderman gets more angry and tries to kill the player at every turn while they make their way around the forest. And the pages are based off the pages seen in Marble Hornets.
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Baldi’s basics
although this game seems innocent as just being a game for people to learn maths it has a darker secret because when the player gets a question wrong baldi becomes more angrier and can hear every door the player opens however you can outrun baldi since he isnt that fast but his ai can hlep him outsmart the player by hiding outside the room waiting for the player to exit so he can and i quote “kill” them but its never been confirmed on what baldi does to the player when caught. and the objective of the game is to collect your friends notebooks then escape the school.
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resident evil 6
Resident Evil 6 is a 2012 third-person shooter video game developed and published by Capcom. A major installment in the Resident Evil series, Resident Evil 6 was released for the PlayStation 3 and Xbox 360 in October 2012, and for Microsoft Windows in March 2013. and the objective of the game is to kill the undead and fight bosses to survive this horrific nightmare.
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2dgame · 2 years
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Using Tags to identify Actors
To add a tag to a blueprint open the Viewport. Clicking on the top item in the components list will select the whole item for you to see in the details panel.
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Now in the details panel you can search for tags. To add a new tag click on the plus button and type whatever you want the tag to be called.
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Using a tag
To show how to use a tag we will set up a bullet which only destroys objects with a specific tag. Firstly find you FirstPersonProjectile in the content browser.
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Now if we unplug the Hit Event we can write some of our own code. Let's add a destroy actor and hook it up to the ‘Other’ node. The ‘Other’ node will give us the object we have hit. What do you think will happen here? Play the game to find out.
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Now we don’t want everything to get destroyed like this! Only things with a tag. Add a tag to your object following the instructions above, then we can check to see if it has a tag here.
To check to see if the ‘Other’ object has a tag drag off of it and search for ‘Actor Has Tag’.
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This will tell us if an actor has a certain tag and then return that information with a boolean. Now we know if the actor has a tag, true or false, we can plug that information into a ‘Branch’. Hold down the B key and click to make a branch. Once linked up the code will only run if the actor being hit by the bullet has the tag listed.
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2dgame · 2 years
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What is a Tag?
Tags let us mark certain blueprints so we know they are part of a group, then we can have code perform different actions based on if they have a tag or not. This could be seeing if a player is part of the red or blue team or checking if you should be able to interact with something.
Think of them like tags on a Christmas present, you only know whos is whos based on what the tag says.
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2dgame · 2 years
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Projectiles in Unreal Engine
Projectiles are rendered in the game as a physical object. This object has a hitbox, speed, and is usually subject to the physics used in the engine; be it gravity, wind speed, or other effects.
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2dgame · 2 years
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FPS Game 3- doom: eternal
Doom Eternal is a first-person shooter game developed by id Software and published by Bethesda Softworks. The sequel to Doom (2016), and the fifth main game in the Doom series, it was released on March 20, 2020, for Windows, PlayStation 4, Stadia and Xbox One, with a version for Nintendo Switch being released on December 8, 2020 and versions for PlayStation 5 and Xbox Series X and Series S being released on June 29, 2021. Set some time after the events of the 2016 game, the story follows the Doomguy once again, on a mission to end Hell's consumption of Earth and foil the alien Maykr's plans to exterminate humanity.
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The Ai in doom could be improved. Its good to see bugs in games as it makes my use of AI not seem as buggy.
I have not played many first person games as i prefer to see the character. But I have played Doom. its a classic of the genre. The fact you don't see the character does make me feel less connected tot he game however. 
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2dgame · 2 years
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FPS Game 2- halo: infinite
Halo Infinite is a first-person shooter game developed by 343 Industries and published by Xbox Game Studios. It is the sixth mainline entry in the Halo series, and the third in the "Reclaimer Saga" following Halo 5: Guardians.
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Visually are outstanding. its return to the original ring design of the first games. It has an earth like design but with added more futuristic alien structures. the visuals as a whole are not hyper real and not arcadey but more in the middle of the 2.
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2dgame · 2 years
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FPS Game 1- Overwatch
Overwatch is a 2016 team-based multiplayer first-person shooter game developed and published by Blizzard Entertainment. Described as a "hero shooter", Overwatch assigns players into two teams of six, with each player selecting from a large roster of characters, known as "heroes", with unique abilities.
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